Human

Return to Species List

Human


Base Stats


Incredibly varied, based on sub-type
 

Subtypes:

Each subtype is unique and separate from each other. In other words, you can choose 1 subtype only. E.g, you would choose either Aspectai or Labourer, not both, I say this because for the "Any ethnicity subtypes", they are separate stats, but can be any ethnic flavour.  

Bloodline-Based

 
Show spoiler
 

Aspectai


2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110
Special Abilities: Aspectai begin with one rank in each of two different non-career skills. You still cannot train these skills above rank 2 during character creation.
Ready for Anything: Once per session as an out-of-turn incidental, you may move one Story Point from the Game Master's pool to the player's pool.  

The First Men


2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110
Special Abilities: 1 rank in Survival. Can't go above rank 2 at character creation
The Blood of the First Men: Once per session as an out-of-turn incidental, a First Men may spend a Story Point as an out-of-turn incidental to add 3 Advantages to a check.  

Stormborn


2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110
Special Abilities: 1 rank in Riding. CAN go up to rank 3 during character creation.
Horse Lords: The Stormborn remove 2 Setback dice from all Riding and Survival checks to deal with Horses and other mounts.  

Norse


2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110
Special Abilities: 1 rank in Operating. Can't go above rank 2 at character creation
The Blood of the Gods: Once per session as an out-of-turn incidental, a Norseman may spend a Story Point as an out-of-turn incidental and get 1 yes-or-no answer to a yes-or-no question by taking a minute to commune with the gods, or to sacrifice a number of wounds up to their resilience and add that number of successes or advantages.  

Elderborn - Any Region


1 Brawn, 2 Agility, 2 Intellect, 3 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 8 + Brawn
Strain Threshold: 11 + Willpower
Starting XP: 90
Starting Skills: 1 rank in Deception. May not increase Deception above rank 2 during character creation.
Elder Blood: Once per session, your character may spend a Story Point as an incidental. If they do so, they may voluntarily suffer up to 2 wounds to heal twice that number in strain.
Eldercraft: Elderborn is the only archetype than can make use of the Eldercraft skill and increase it, excluding the use of rituals to gain the skill.  
 

Region-Based

 
Show spoiler
 

Imperial/Reiklander


2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110
Special Abilities: Imperials/Reiklanders begin with one rank in each of two different non-career skills. You still cannot train these skills above rank 2 during character creation.
Favoured by Fate: Once per session as an out-of-turn incidental, you may move one Story Point from the Game Master's pool to the player's pool.  

Ausktlander-Stirlander/Altberger/Middenhascher


2 Brawn, 2 Agility, 1 Intellect, 3 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 100
Special Abilities: An Ausktlander starts with one rank in either Ranged, Survival or Vigilance during character creation. They obtain this rank before spending experience points, and may not increase this skill above rank 2 during character creation.
Unflinching Honor: Ausktlander treat the difficulty of all Fear checks as 1 less than normal (to a minimum of 1).
Hatred of Norse Ausktlanders may add bb to all Initiative checks whenever they are within long range of Norse.  

Zachodnians-Volkovans/Korlavites


2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110
Special Abilities: A Volkovan or Korlavite starts with one rank in either Coercion, Melee (Heavy), Melee (Light) or Vigilance during character creation. They obtain this rank before spending experience points, and may not increase this skill above rank 2 during character creation.
Spirit of the Wolf: Once per session, when targeted by an attack, a Volkovan or Korlavite character may spend a Story point as an out-of-turn incident, to increase his Melee or Ranged defense value by an amount equal to his Agility.
Slayers of Muir Droman: All of a Volkovan or Korlavite’s Melee, Ranged, Arcana, Primal or Divine checks against Gwynethai or Ynyswr may spend a a to inflict +2 Damage.  

Zachodnians-Kislavites


2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110
Special Abilities: A Kislavite starts with one rank in either Athletics, Riding or Survival during character creation. They obtain this rank before spending experience points, and may not increase this skill above rank 2 during character creation.
Slayer of Infidels: Each time a Kislavite kills a non-minion Dwarf, Elf, Muir Droman, Norse, or Ara Pyran, he may recover either 1 strain or may perform a free maneuver.
Superior Stock: The Brawn score of any horse ridden by a Kislavite is increased by 1.  

Zimnians-Yatvingia/Polotsk/Selesia/Courland/Mazovia


2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110
Special Abilities: A Zimnian starts with one rank in either Athletics, Riding or Survival during character creation. They obtain this rank before spending experience points, and may not increase this skill above rank 2 during character creation.
Northerner: When making skill checks, Zimnians may remove b b for any effects from cold, wind or bad weather.
Superior Stock: The Brawn score of any horse ridden by a Zimnian is increased by 1.  

Riverlanders-Anglish/Sachons/Essachons


2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110
Special Abilities: A Riverlander starts with one rank in Perception, Survival or Vigilance during character creation. They obtain this rank before spending experience points, and may not increase this skill above rank 2 during character creation.
Lore of the Wild: When a Riverlander spends a Story Point on a Survival check, he rolls an additional c, rather than upgrading.
Trackers: Riverlands add b to all Perception checks made in a rural environment.  

Reachmen/Telosian-Kaedweni/Temerian


2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110
Special Abilities: A Kaedweni or Temerian starts with one rank in either Discipline, Folklore or Resilience during character creation. They obtain this rank before spending experience points, and may not increase this skill above rank 2 during character creation.
Devout: After resolving an action in which a Kaedweni or Temerian spends one or more Story Points, roll c. If the result is a t, they gain 1 Story Point.
Trackers: Kaedweni or Temerians add b to all Perception checks made in a rural environment.  

Reachmen-Aederni/Povissi/Koviri


2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110
Special Abilities: An Aederni, Povissi, or Koviri starts with one rank in Resilience during character creation. They obtain this rank before spending experience points, and may not increase Resilience above rank 2 during character creation.
Defenders of Asturica: An Aederni, Povissi, or Koviri may add b to all Arcana, Divine, Melee, or Ranged checks against Ara Pyra'i and Draconids.
Stoic Defenders: An Aederni, Povissi, or Koviri gain +1 Melee and Ranged Defence whenever they are outnumbered.  

Telosian-Sel'Velsa


2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110
Special Abilities: A Sel'Velsa starts with one rank in either Ranged, Stealth or Vigilance during character creation. They obtain this rank before spending experience points, and may not increase this skill above rank 2 during character creation.
Rustic Composure: Sel'Velsa gain b b on initiative checks when in a rural setting.
Marksman: When a Sel'Velsa spends a Story Point point on a Ranged check, he rolls an additional c, rather than upgrading.  

Telosian-Celossi


2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110
Special Abilities: A Celosian starts with one rank in either Discipline, Resilience or Operating during character creation. They obtain this rank before spending experience points, and may not increase this skill above rank 2 during character creation.
Nautical: Celosians add b to any check made to handle a boat, navigate a ship, swim, or work with ropes.
Acerbic Wit: Celosians need only spend t or a a a to inflict a critical remark during a social encounter, and when doing they inflict 6 strain instead of 5.  

Telosian-Balishvoki


2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110
Special Abilities: Balishvoki start with one rank in either Discipline, Resilience or Operating during character creation. They obtain this rank before spending experience points, and may not increase this skill above rank 2 during character creation.
Nautical: Balishvoki add b to any check made to handle a boat, navigate a ship, swim, or work with ropes.
Rivers, Seas, Fire, and Steel: Balishvoki gain b b on initiative checks when in a river, coastal, sea, or ocean setting.  

Norse-Nordic


2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110
Special Abilities: Norse start with one rank in either Discipline, Resilience or Operating during character creation. They obtain this rank before spending experience points, and may not increase this skill above rank 2 during character creation.
Nautical: Norse add b to any check made to handle a boat, navigate a ship, swim, or work with ropes.
Northerner: When making skill checks, Norse may remove b b for any effects from cold, wind or bad weather.  

Muir Droman-Ynyswr


2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110
Special Abilities:1 rank in Operating. Can't go above 2 at character creation
Lake-Men:Suffer no penalties from moving through water or swampland.
Shrewd Deals: When selling legally or illegally, gain 10% more.  

Muir Droman-Gwynethai


2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110
Special Abilities:1 rank in Cool. Can't go above 2 at character creation.
Hardy Folk: Gwynethai remove up to 2 Setback dice to checks due to Critical Injuries or the Disorient Condition.  
 

Profession - Any Regions

 
Show spoiler

Labourer


3 Brawn, 2 Agility, 1 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 12 + Brawn
Strain Threshold: 8 + Willpower
Starting XP: 100
Starting Skills: 1 rank in Athletics. May not increase Athletics above rank 2 during character creation.
Tough as Nails: Once per session, your character may spend a Story Point as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result. If they do so, they count the result rolled as “01.”  

Agile


1 Brawn, 3 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 9 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 100
Starting Skills: 1 rank in Coordination. May not increase Coordination above rank 2 during character creation.
Deft Evasion: Once per session, your character may spend a Story Point as an out-of-turn incidental when being the target of a Combat check. If they do so, the difficulty of the combat check becomes an opposed check against the Agile character’s Coordination skill instead of the normal difficulty as per the range. Other modifiers, such as cover and defense still modify the difficulty.  

Educated


2 Brawn, 2 Agility, 3 Intellect, 2 Cunning, 1 Willpower, 2 Presence.
Wound Threshold: 8 + Brawn
Strain Threshold: 12 + Willpower
Starting XP: 100
Starting Skills: 1 rank in a Knowledge skill of their choice. May not increase chosen skill above rank 2 during character creation.
Brilliant!: Once per session, your character may spend a Story Point as an incidental. If they do so, during the next check they make during that turn, you count their ranks in the skill being used as their Intellect.  

Survivalist


2 Brawn, 2 Agility, 1 Intellect, 3 Cunning, 2 Willpower, 2 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 100
Starting Skills: 1 rank in Survival. May not increase Survival above rank 2 during character creation.
Natural Instincts: Once per session, your character may spend a Story Point as an incidental after making a skill check. If they do so, they may reroll any number of dice not showing a Triumph or Despair, up to a number of dice equal to their Cunning score.  

Religious


2 Brawn, 2 Agility, 2 Intellect, 1 Cunning, 3 Willpower, 2 Presence.
Wound Threshold: 9 + Brawn
Strain Threshold: 11 + Willpower
Starting XP: 100
Starting Skills: 1 rank in Discipline. May not increase Discipline above rank 2 during character creation.
Strong Willed: When rolling a check to resist fear, add 2 Advantage to the checks.  

Aristocrat


2 Brawn, 1 Agility, 2 Intellect, 2 Cunning, 2 Willpower, 3 Presence.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 100
Starting Skills: 1 rank in Cool. May not increase Cool above rank 2 during character creation.
Forceful Personality: Once per session, your character may spend a Story Point as an incidental. If they do so, during the next skill check they make during that turn, your character doubles the strain they inflict or the strain they heal (you choose before making the check).

Cover image: by Unknown

Comments

Please Login in order to comment!